GeneralJ927 Jan 20 @ 11:07am
I need help with this
I'm starting to make some CS:GO custom paint style weapon finishes with SD4. I can paint on the UV sheets and view it on the models with no problem, but what i'm trying to do, is to use the alpha masking feature that is used in the game, by using the alpha channel to reveal some of the original texture of the weapon in-game.

Problem i'm having is i can't find any alpha amount control, to apply the certain amount of alpha to the alpha channel, which when i load my weapon finish into the game, it'll remove the parts of my texture with the certain alpha to show the original texture.

I've used the opacity slider which changes the amount of alpha, 77% gives the 196 alpha i need, but i need to do a continuous paint as it changes the alpha amount if i paint over it again. What i'm only looking for is to either keep hold of a fixed amount, or get the alpha channel seperate from my painting areas.

Here are links to the CS:GO workshop weapon finishes guide on Steam, to better explain what i'm trying to get:

(The custom paint style page where it shows the texture)
http://blog.counter-strike.net/workshop/finishes/custom_paint.html

(The alpha channel masking feature i'm trying to use)
http://blog.counter-strike.net/workshop/finishes/durability_b.html
Last edited by GeneralJ927; Jan 22 @ 4:32am
Showing 1-4 of 4 comments
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Jerc  [developer] Jan 22 @ 8:14am 
You can create your finish texture separately from your alpha, and at the end of the graph use the rgb-a merge filter (from the Channels folder in the library) to merge them. Is that what you are looking for ?
GeneralJ927 Jan 22 @ 1:09pm 
If i'm using it correctly, its applying alpha on all of the texture, so its not what i'm looking for.

I've been doing some trial and error, so i'm going to try and save off the texture, then bring it back in as a bitmap and try and apply 196 alpha to it, then save it off again and try it in-game.
GeneralJ927 Jan 23 @ 2:00pm 
I went back to that rgb-a merge filter, as i realised i was using it wrong and i should've been painting in black and white for the alpha, not using the opacity slider so it is what i'm looking for, i'll be working with it and thank you Jerc.

(May even do a tutorial on this for people wondering more on this too)
Last edited by GeneralJ927; Jan 23 @ 2:01pm
Jerc  [developer] Jan 25 @ 8:27pm 
Glad it worked out :)
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